These are the first things that pops into mind for me:
- Use grid rules and area templates from 3.5 - diagonals are 1.5 not 1
- For the most part rituals don't cost you resources
4e has a few ways to plink out rituals for free.
Otherwise, using Duplicate ritual, to make the possible non magical components, works.
Problem point is using this to make cheap magic items = golf bag of the gawds.
4e Grid is a simplification, and that's a good thing.
Even doing 1.5 math is hard (not for me but i'm special).
Counting to 5 this way,
that way, and egad ... the
other way too,
is much easier than: the square root of ( 50 * the square root of 5 ) ,
[EDIT] - holy snot I did the maths wrong ... square root of ~74 [/EDIT]
counted over similar space counted and measured cubes.
So what (?!) that in the "best" case scenario, the real range of the power is a little longer.
It evens the score against fliers.
3.xE has spells and bows with range over 20 ... oh wow yawn.